How to remove IK Target after a certain point without breaking the animation?
I Found a solution for that.
Insert all the keyframes, Pose Mode &gt; AA &gt; I &gt; Visual Location, Rotation &amp; Scale
Then click on pose on the left top corner of the 3d viewport, Animation &gt; Bake Action
Tick, Only selected Bones (because you pressed double A to select everything), visual keying and clear constraints. enter your start and end frame and hit OK
It'll bake an animation exactly like what you created and unlocks all the IK targets.
from now, you can make new IK Targets and do the rest of your animation.
Hope it helps someone
P.S.
Overwrite current action can help you append more baked animation to your timeline.
for example, you can use ik to hold a bone in a place and animate a part of your rig, and then unlock it and bake the animation, then lock another part of your rig and animate another part.
For doing that, you need to set the start frame in the bake action to the the end frame of the previously baked animation and enable overwrite current action. this will append baked animations to the end of timeline.